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constantinople33

Force jump unarmed/using other melee weapons

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I haven't been able to figure this out myself but is there any way to make force jump work with unarmed specialist or wielding vibros/ no lightsaber?

This could be in the form of an item, a new ability, or even just built in to the existing force jump feat.

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2 hours ago, constantinople33 said:

I haven't been able to figure this out myself but is there any way to make force jump work with unarmed specialist or wielding vibros/ no lightsaber?

This could be in the form of an item, a new ability, or even just built in to the existing force jump feat.

Does it need to be all vibros or just a specific item for your use case? I was able to get around the dual wield limit for stun batons by pointing a vibroblade uti (with stun properties) to a stun baton model.

Could you make a lightsaber uti and point it to another weapon model to make it work with Force Jump?

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That might work! Although it still doesn't work for unarmed combat for example. I still think creating a new feat (or an armband containing this feat) that uses the same basis as force jump to work (but modified?). This is still just a mod request and potential work in progress at this point :(

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4 hours ago, Masamune753 said:

I was able to get around the dual wield limit for stun batons by pointing a vibroblade uti (with stun properties) to a stun baton model.

That's not advisable -- as in your case then the baton will have Vibroblade's soundsets/SFX as defined in the baseitems.2DA [weaponmattype] -- unless you intent on having that.

A rather proper route will be by adding new entry for it -- using one of the dual-wield melees as the template and edit the fields where necessary.

However, it seems possible to use the current baton's ID and changing the value of weaponwield from 1 to 2 to match the other DW melees. Although I haven't tried to see if it's working [properly] or not.

4 hours ago, Masamune753 said:

Could you make a lightsaber uti and point it to another weapon model to make it work with Force Jump?

As JC said the game check for the specific lightsaber item types for FJ to function. Granted that your idea should work [like having a sword pointed to the saber item type], but you can't do much about the SFX--and its other specific traits--unless you don't give much concern about them.

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3 minutes ago, ebmar said:

A rather proper route will be by adding new entry for them -- using one of the dual-wield melees as the template and edit the fields where necessary.

That would work, not to derail the thread, but my goal for the duel-wield batons was to touch as few things like .2da as possible (at the time for my lack of expertise; but with the added benefit of it being compatible with pretty much anything). It was never my goal to make all stun batons be DW because, from a design perspective, their properties aren't built with that in mind.

 

6 minutes ago, ebmar said:

As JC said the game check for the specific lightsaber item types for FJ to function. Although your idea should work [like having a sword pointed to the saber item type], but you can't do much about the SFX unless you don't give much concern about it.

For sure, that might be more of a concern for lightsabers to vibros vs. vibros to stun batons, but I haven't tried it out to know how much of an issue it is in practice. I was trying to frame the solution as simple as possible, but you make a good point that it would be easier to adjust the base item value for a vibrosword uti than it would to strip a lightsaber uti of all the extraneous properties those have.

4 hours ago, constantinople33 said:

Although it still doesn't work for unarmed combat for example

Unfortunately, I don't think there is any way around that (at least that I know of). You'd have to convince the game to think you are wielding a lightsaber while still using unarmed animations for attacks.

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